Fade Rift Mods (
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faderift2016-05-16 08:35 pm
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Entry tags:
- ! open,
- { adelaide leblanc },
- { alistair },
- { anders },
- { araceli bonaventura },
- { benevenuta thevenet },
- { bethany hawke },
- { bruce banner },
- { cade harimann },
- { cassandra pentaghast },
- { clarke griffin },
- { cole },
- { eirlys ancarrow },
- { ellana ashara },
- { hercules hansen },
- { hermione granger },
- { iron bull },
- { jamie mccrimmon },
- { jim kirk },
- { katniss everdeen },
- { korrin ataash },
- { leliana },
- { malcolm reed },
- { maria hill },
- { martel },
- { maxwell trevean },
- { rachette dakal },
- { samouel gareth },
- { samwise gamgee },
- { sera },
- { the outsider },
- { thranduil },
- { velanna }
OPEN: The Western Approach
WHO: Everyone!
WHAT: The Western Approach is a terrible place. You should definitely go there.
WHEN: Bloomingtide 15 onward
WHERE: The Western Approach
NOTES: This is open to everyone. Characters who would not happily go to the hell desert probably have to go anyway; it's a war, not a vacation.
WHAT: The Western Approach is a terrible place. You should definitely go there.
WHEN: Bloomingtide 15 onward
WHERE: The Western Approach
NOTES: This is open to everyone. Characters who would not happily go to the hell desert probably have to go anyway; it's a war, not a vacation.

Once these wastes were a land of plenty. Can you believe it? The rain came north over the Gamordan Peaks, turning the plains green and verdant for three months of the year. Eight hundred years ago, that changed. During the Second Blight, darkspawn spilled out of an enormous crack in the earth, corrupting it with their foul blood... and it never recovered, even after they were driven back underground. The Grey Wardens built Adamant Fortress to stand watch over that chasm, but eventually even they abandoned it to the wind and the biting sand.
What few of us eke out a living in this Maker-forsaken place do so knowing that any number of deaths await us: darkspawn raids, dragons, bandits—not to mention starvation from the lack of water and game. If we stay, it is because we know there are treasures buried in the bones of this place, ruins from the time when Tevinter ruled, and even earlier. We pass tales around our campfires of the things we have seen shrouded in the dust storms. My favorites are the ones about relics that could restore the Western Approach once more... but I don't believe them. Truth be told, on nights when the wind is calm, I can stand on a hilltop and see for miles in the moonlight over a stark beauty of which no other Orlesian can claim to know the equal. On those nights, I hope it will never change.
—From Lands of the Abyss by Magistrate Gilles de Sancriste
I. THE DESERT
When Scout Harding calls somewhere the worst place in Thedas, that's probably a bad sign. Even when nothing in the Western Approach is deliberately trying to kill you, there's nothing kind or forgiving about the landscape: bare and arid, carved through by sharp-dropped canyons, dotted with abandoned mines and signs of the deaths of lost travelers. Winds sweeping through to whip stinging sand into uncovered faces, and periodic dust storms obscure visibility entirely. It's warm enough to be dangerous but not so hot, at this time of year, that heat exhaustion and dehydration can't creep up on you while you aren't paying attention.
And at any given moment, something probably is deliberately trying to kill you. The food chain in the region is top-heavy, with quillbacks, phoenixes, hyenas, and varghests roaming hungrily and as likely to attack one another as the sparse local prey population. Compared to their natural competitors, the Inquisition's forces look like easy marks. The camps the Inquisition scatters at lookout points throughout the region require constant watch, and going anywhere alone is inadvisable. Not only because of the hostile local everything, but also because it is incredibly easy to get lost. One rock formation looks much like another after hours in the sun or bathed in shifting moonlit shadows, and good luck finding many other landmarks. There are a few: chunks of pillars or arches from some ruined structure, or the occasional odd pillar that might, if someone investigates, prove to mark a trail of sorts.
Plus: the only people who seem determined to survive out here are cutthroat bandits and stray Venatori. Double-plus: a high dragon makes occasional fly-bys, scouring the ground below for anything edible, armored or not.
Some reprieve comes at night, relief from both the sun and the area's primarily diurnal predators. But that's when the darkspawn come out.
II. GRIFFON WING KEEP
Bloomingtide 16-17: Taking the Keep
Only a small force of Tevinter cultists remains in Griffon Wing Keep when the Inquisition arrives, seemingly on their way out the door already, but the sight of Inquisition banners is enough to make them stay and fight. There's no need for siege equipment, but there is call for a little bit of patience. With it, a small battalion is able to evade the mages and archers on the walls and storm the doors with few casualties. Fewer than three dozen warriors wait inside. It's a quick, brutal fight; it only takes a night.
Bloomingtide 18 Onward: Home Away From Home
Once the Keep is cleared of occupants, it's ripe for the Inquisition to… occupy… But with implicit permission, at least. Those who aren't needed for fights elsewhere may be put to work clearing out debris and small animals and the remnants left by the cultists, and within a few days the fortress is a serviceable outpost, much more hospitable than the camps out in the sand. Barracks mean even those who don't have beds at Skyhold may have one here, and it takes less than a week for an enterprising merchant to arrive with ale.
III. THE STILL RUINS
Despite signs of recent activity, the lavish Tevinter palace tucked incongruously into the canyons is quiet and still, when the Inquisition discovers it—quiet, still, but not empty. The ancient ruin is brimming with demons and Tevinters in incredibly outdated fashions, all frozen in place, as they have been for hundreds of years. No one breathes or blinks, but their skin is still warm and alive to the touch.
Beyond the entryway and halls and through the courtyard, there are signs of research and experimentation, and one man stood unmoving with his hand clasped around something unseen.
Perhaps someone will discover the cause. Perhaps someone will undo the spell that's been cast over the palace. Perhaps, if someone does, someone will take the opportunity to not immediately murder all of these valuable sources of ancient information, and instead only murder most of them. In the meantime, however, it is unlikely that anyone will ever be able to get this close to a rage demon without receiving a face full of fire. Take advantage.
IV. CORACAVUS
Signs of the Venatori point upward: up the hills, up ladders and towers, and into the ancient Tevinter prison, Coracavus, that was built into the mountainside. The ruin is filled with sand now, with half-collapsed walls and anything not made of stone worn away by winds, and the Venatori are long gone, their hunt for relics from the glory days of the Imperium abandoned when an excavation attempt opened the prison to darkspawn, instead. The darkspawn have retreated as well, but there are signs of their presence. Namely the smell and the half-eaten corpses of slaves—primarily elven and dwarven—who were left behind to their fates when the Tevinters fled.
There's no sign of them now, but digging through their abandoned camps may turn up a name, if anyone would like to see that he pays.
V. ADAMANT FORTRESS
A day's determined walk from the nearest Inquisition camp, Adamant Fortress overlooks the vast chasm—dubbed the Abyssal Rift—from which darkspawn poured during the Second Blight. It stood abandoned for nearly 150 years before the Grey Wardens' recent reoccupation, and it's abandoned again now, emptied out well before the Inquisition's forces arrive. There are signs that the retreat was a hasty one: scattered belongings, opened doors, abandoned meals, and no fewer than fifty bodies left on a mass pyre that only half-burned without anyone to tend it.
The Veil has always been thin here, and it's thinner now, where demons have been pulled through from the Fade. Rifts hang over the battlements and in the corridors, and escaped shades lurk in the dark corridors, siphoning away the willpower of those who linger until they come close enough to attack. Those who visit the Fortress set up camp outside of it rather than within it, wisely.
There are clear signs of blood sacrifice, for those who look: the bodies, blood stains on the stone floors, neat lists of names systemically crossed through. Sorting through documents left behind may turn up vague notes in a mage's runic shorthand or the journal of a trepidatious new recruit (Lourde, a pickpocket, crossed through on the registers). Behind a locked door in the lowest rooms are the bodies of sixteen mages, still in their Circle robes, left lying where they fell when the Joining took them. Mages who were among the rebels in Redcliffe may recognize a face or two as belonging to the hardliners who left with the Tevinters.
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Korrin smiles, not exactly shocked that Araceli's done her homework about the region, beyond what mercenary stories she could share earlier. This is hardly her first trip through the blighted desert. "I'll be sure to tell it that should we meet. And it's a desert creature, so it might not need all that much in the way of water. There are oases around, though, if you know where to look. I could show you if you want to cool off...?"
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"Isn't it more fair if some others get their shot at the dragon? I am sure there are other Vashoth and Tal-Vashoth about Skyhold with lovers who might wish for teeth to make their own tokens." That's actually only a guess on her part but the thought of Korrin going charging back in against a dragon is maybe how Korrin feels whenever she thinks about Araceli getting involved in bardic pursuits, although Araceli will always argue that people are going to be far more predictable and easier to manage than a hulking monster of a creature. The mention of water perks her interest; Skyhold's hot springs are lovely, after all, but she misses real water, and real water to her tends to be cold. "I...I'd love that. It isn't the sea but the Fallow Mire was a stinking bog and Emprise du Lion was frozen, it's been a long time since I've been by real water."
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"Alright, you win this time. Taas was practically drooling at the thought of getting a dragon to slay earlier, and I can't deny him. He should get his chance, as should the others." There will always be more dragons and she finds them predictable enough, though there's no need on her part to continue. She can behave herself, honest. That perking up gets her smile to widen and she nods. "This is real water, quite cool in the shade, too. Other things will be drawn to those points, but it won't be difficult to drive them off. If it was, I wouldn't be mentioning it."
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"So long as they aren't quillbacks, most of the other things don't bother me but what I read about those made me feel ill, I confess."
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Reavers are fucking crazy, okay. She may count many of them as friends, but still. "Quillbacks are nasty shits, but not unstoppable. If that's what we find, I can deal with them for the both of us. I'd bet on varghests, which are still damn annoying but whatever. It's worth the price to be able to soak for a while."
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"I am so very glad that our islands simply do not have the land for such big and nasty things to thrive upon them, though we do have very small dangerous things in the waters. Jellyfish and anemones and snails and snakes that have enough poison to kill you before you can get out, just one brush or sting or bite and you're floating face down." She looks a little too pleased with herself as she says that, just to see if Korrin will have some sort of reaction though she does make a show of adjusting her rapiers and tapping her throwing knives - she can fish them out here unlike the Fallow Mire.
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And it unnerves her the more she things about it, so back to that other topic. "If you want that game to happen again, I'm sure I can get plenty of dupes willing to sign up and see if they can beat you. It'd be entertaining, to be sure." There are some who might give Araceli a hell of a time, but she has no doubt her kadan can hold her own. "It's something to bring up once we've had a chance to cool off, eh?"
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"You've never actually seen me play cards though, have you? You actually see me being honest." Which is sadly very rare, increasingly so now that she's becoming a bard where she can build something else over her skin to keep the 'real' Araceli safer. "Only if you help untie me," she says, coy as she pleases through lowered lashes. Like Korrin's going to have any problem with that though, it'll be helping her back into it that'll be the struggle.
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"As you wish, kadan. One of my favorite parts, too." Any struggle will definitely be worth it, for the chance to savor her love like this. If only they were sent to more places where that attire could be worn without risk of freezing. But she'll take what she can get, and gladly. "I might need assistance too, if you'd be so kind."
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She shrugs with far more force than is required because the antaam-saar is supportive enough that she can run and fight in it no problem but she does make a show of jiggling where she stands as if to say 'how does anyone actually get any work done' because she knows what she would be doing up there.
"You're going to have to fish me out," she warns, because it's been a long time, and she misses the water something fierce.